On Tue, 2012-05-22 at 13:00 -0700, Andy Ross wrote:
I was lucky enough to notice this come by. I wouldn't hold your
breath. :)
Hi Andy, how's life?
I did already search for a new release of Nasal on your site but I
believe flightgear already uses the latest version.
Erik
Sorry for my impatience, but I think before one start to have tousands of
custom scenery textures in fgdata we should discuss if such limited
custom scenery changes makes sense to be in the (already heavy) fgdata
repository.
Okay, what would your answer to the following question be:
'We
On Wed, May 23, 2012 at 12:45 AM, Yves wrote:
The GIS shapefile might be easy, but this will first need some new sg/fg
and probably terragear code for such meta coverage. And more proposals,
ideas and some kind of a scenery master plan.
Using a GIS shapefile would simply be a case of some
Hi All,
Emilian and Vivian have pointed out a problem with the random
buildings - they gobble memory. I'd like to get some advice on
whether there's any solution, and also to ask someone with more C++
knowledge than myself to take a look at the code and check I'm not
doing something stupid.
The
Using the default random building density, the tiles that are loaded
initially when sitting on the runway generates ~ 340k random
buildings.
We might be generating too many buildings then?
The greater Los Angeles area has between 13 and 16 million inhabitants
(dependent on what you count).
On Wednesday 23 May 2012 10:23:12 Renk Thorsten wrote:
Using the default random building density, the tiles that are loaded
initially when sitting on the runway generates ~ 340k random
buildings.
We might be generating too many buildings then?
The greater Los Angeles area has between
Hi,
Year ago I added xmlgrep to the utils directory of flightgear and I have
been developing it since. But I think it is time to remove it from the
flightgear package and reference it tot the new location instead
(http://www.adalin.com)
Does anyone have any objections for me removing the
On Wed, May 23, 2012 at 11:54 AM, Emilian Huminiuc wrote:
Besides being totally off topic, you can't do that direct comparison.
I don't think it's off-topic. The parameters I've used for generating random
buildings are somewhat a guess based on the densly populated regions of
the UK
First
On Wed, May 23, 2012 at 11:23 AM, Renk Thorsten wrote:
Using the default random building density, the tiles that are loaded
initially when sitting on the runway generates ~ 340k random
buildings.
We might be generating too many buildings then?
The greater Los Angeles area has between 13
On Wednesday 23 May 2012 12:10:16 Stuart Buchanan wrote:
Actualy the Geater LA + Inland Empire area should use more somewhat small
buildings, as the overwhelming majority of the residential buildings in
that area are individual houses, all the way E to San Bernardino.
So, are these
Besides being totally off topic, you can't do that direct comparison.
First off, our default scenery lacks a lot of detail in the urban area
boundaries in
that area thus marking a far larger area as being urban - a far larger
area on which to generate buildings
That'd makes my point
On Wednesday 23 May 2012 14:16:02 Emilian Huminiuc wrote:
So, are these areas defined as Urban, or Suburban/Town in our global
scenery?
-Stuart
Just by looking at how the terrain is textured in FG, I can say they are
defined as Urban.
And the mapserver seems to agree with that
On Wednesday 23 May 2012 11:20:28 Renk Thorsten wrote:
We're not talking a regionalized building placement concept here... we're
doing an order of magnitude case study for our average US-themed city.
* Thorsten
No, I think you're extrapolating from a particularly bad case of mismatch
No, I think you're extrapolating from a particularly bad case of mismatch
between reality and simulation. I wasn't talking about regionalized
building
placement, I was talking about bad landclass representation in that
particular
area, representation from which come the figures you used
On Wednesday 23 May 2012 12:05:05 Renk Thorsten wrote:
No, I think you're extrapolating from a particularly bad case of mismatch
between reality and simulation. I wasn't talking about regionalized
building
placement, I was talking about bad landclass representation in that
particular
Would trimming down building variety help?
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On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
Would trimming down building variety help?
Unfortunately not. Individual buildings aren't instantiations
of a small number of objects, as the random vegetation is.
Instead, a huge group of buildings are a single OSG object,
which limits the
In other words, object batching is imlemented and used. Good to know, thanks.
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On 23 May 2012, at 13:09, Erik Hofman e...@ehofman.com wrote:
Hi,
Year ago I added xmlgrep to the utils directory of flightgear and I have
been developing it since. But I think it is time to remove it from the
flightgear package and reference it tot the new location instead
Hi Stuart,
De: Stuart Buchanan
On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
Would trimming down building variety help?
Unfortunately not. Individual buildings aren't instantiations
of a small number of objects, as the random vegetation is.
Instead, a huge group of buildings
On Tuesday 22 May 2012 13:04:24 Andy Ross wrote:
On 05/20/2012 11:37 AM, Stefan Seifert wrote:
Generational garbage collection is not that difficult. When you have a
working mark sweep GC, extending it to be generational is rather
straight forward and can greatly reduce GC runtime
Emilian Huminiuc wrote:
http://mapserver.flightgear.org/map/?lon=-118.18562lat=33.91857zoom=11layers=0B00TFFFTFFFTFFF
Just as a reminder the colour legend is here:
http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail
Cheers,
Martin.
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On 05/23/2012 12:04 AM, Erik Hofman wrote:
Hi Andy, how's life?
I did already search for a new release of Nasal on your site but I
believe flightgear already uses the latest version.
The most recent code (except for a few modules that were never imported)
is in SimGear. I threw my copy up on
On Wed, 23 May 2012, Stefan Seifert wrote:
Maybe even simpler: run the GC in a separate thread. Threaded GC usually is
quite tricky but in this case it may not be that much of a problem. Is there
any time during processing a new frame when no Nasal is run but something else
which is time
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